Scattering millions of objects
Posted: Fri Aug 07, 2015 2:05 pm
Hi Guys
I'm loving the scatter editor.
But I'm facing a strange problem when the scattered components become very numerous.
From one sketchup model, I could export two scenes . When doing so, I export “selected” thereby ensuring Skindigo doesn’t process unseen/unecessary objects.
The first scene, with 100,000 components (each with numerous subcomponents) may export in 1 second.
The second scene may include a different set of components (eg, shrubs, instead of grass) and take 3 HOURS to export. One model I had took 11 hours..it sits on "collecting instances" for a long time, "exporting instances" for a very very long time.
So I'd like to know if there are any rules for making quick exports.
- Should I explode all sub-components/groups?
- Should I ensure material size is minimal on scattered objects?
- Should I reduce geometry on scattered components?
- Is there a total number that is being hit as a 'limit'?
I may do some testing to work it out..but its not so easy in this case.
Thanks.
Sam.
I'm loving the scatter editor.
But I'm facing a strange problem when the scattered components become very numerous.
From one sketchup model, I could export two scenes . When doing so, I export “selected” thereby ensuring Skindigo doesn’t process unseen/unecessary objects.
The first scene, with 100,000 components (each with numerous subcomponents) may export in 1 second.
The second scene may include a different set of components (eg, shrubs, instead of grass) and take 3 HOURS to export. One model I had took 11 hours..it sits on "collecting instances" for a long time, "exporting instances" for a very very long time.
So I'd like to know if there are any rules for making quick exports.
- Should I explode all sub-components/groups?
- Should I ensure material size is minimal on scattered objects?
- Should I reduce geometry on scattered components?
- Is there a total number that is being hit as a 'limit'?
I may do some testing to work it out..but its not so easy in this case.
Thanks.
Sam.